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Breaking the Rules of Game Design: when to go against Autonomy, - - PowerPoint PPT Presentation
Breaking the Rules of Game Design: when to go against Autonomy, - - PowerPoint PPT Presentation
Breaking the Rules of Game Design: when to go against Autonomy, Competence, and Relatedness Kaitlyn Burnell Programmer, Naughty Dog (ideas for this talk developed at CCP) Spoiler Warning Glossary Autonomy Competence Relatedness Why
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Glossary
Autonomy Competence Relatedness
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Why These
- Autonomy, Competence, Relatedness
- (Stats from Immersyve)
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Effective everywhere
Education Sports
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Autonomy
- Having options
- Feeling in-control
- Feeling responsible for your own actions
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Autonomy
GTA Photoshop LEGO
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Competence
- I’m up to the task
- The controls do what I intend
- Mastery
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Competence
- Self-perception
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Competence
- ONLY effective when combined with Autonomy
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Relatedness
- Relationships
- Belonging
- Part of something bigger
- Peers
- Responsibility for well-being of others
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Relatedness
- NPCs Effective
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Glossary
- Autonomy
= “I have options”
- Competence = “I can do it”
- Relatedness = “I have peers”
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Max Out A/C/R?
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Max Out A/C/R?
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Max Out A/C/R?
- Farmville
- Plant Anything (Autonomy)
- No Failing (Competence)
- Friends Need (Relatedness)
Pinnacle of Game Design???
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Breaking Autonomy
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Portal
- (Villain): “You must destroy this box.”
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Portal 2
- (Story): “You must put the villain back
into power”
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Breaking Autonomy
- People love Portal’s scene:
- People hate Portal 2’s scene:
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Breaking Autonomy
- “The villain made me do it”
- “The designer made me do it”
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Breaking Autonomy
- “The villain made me do it”
- I HATE this villain
- “The designer made me do it”
- I HATE this game designer
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Breaking Autonomy
- “The villain made me do it”
- I HATE this villain
- “The designer made me do it”
- The main character isn’t me
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Hold on…
Autonomy Villains ?
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Hold on…
Autonomy Villains ? Game Design Narrative
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Emotional Transfer
Game Design
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Emotional Transfer
Game Design Player Emotion
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Emotional Transfer
Game Design Player Emotion Narrative
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Emotional Transfer
- Narrative tool that no other medium has
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Is this the only way?
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Is this the only way?
- Do we have to take away Autonomy?
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Is this the only way?
- Do we have to take away Autonomy?
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Is this the only way?
- Secret way to save the cube?
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Is this the only way?
- Secret way to save the cube…Problems:
- Newbies.
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Is this the only way?
- Secret way to save the cube…Problems:
- Internet
- Now Competence+Autonomy
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Is this the only way?
- Do we have to take away Autonomy?
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Is this the only way?
- Let people keep the cube—no secrets.
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Is this the only way?
- Let people keep the cube…problems:
- Why be angry with the villain now?
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Is this the only way?
Break rules! Game Design Negative Emotion Story
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Fix Portal 2’s Scene
- Resistance is credible
- Orders you can’t refuse
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Improve the Portal Scene?
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Improve the Portal Scene?
- Make sure people CARE about the cube
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Improve the Portal Scene?
- Autonomy over small things
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Bigger Picture
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Could we impact non-narrative
- ???????
Game Design Negative Emotion ???
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Could we impact non-narrative
Yes!
- Game Design Negative Emotion Lesson
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History Lesson
- Brenda Brathwaite’s board games
- Experience historical atrocities
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Could we impact non-narrative
Yes!
- Game Design Negative Emotion Thesis
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Thesis
- Super Press Space to Win RPG
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Thesis
- Super Press Space to Win RPG
- Thesis(?): Linearity is bad.
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Thesis
- Super Press Space to Win RPG
- Thesis(?): Linear RPGs have plenty Autonomy
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Could we impact non-narrative
Yes! But the tricks are the same
- Game Design Emotion External Idea
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Could we impact non-external?
- Game Design Emotion Game Design
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Could we impact non-external?
- Yes…
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Could we impact non-external?
- Yes…You could make people dislike a
well-made part of your gameplay!
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Could we impact non-external?
- Yes…You could make people dislike a
well-made part of your gameplay!
- But…why?
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Other Negative Emotions…
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Other Negative Emotions…
- Autonomy
- Competence
- Relatedness
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Breaking Autonomy
- Controlled
- Like a Pawn
- “I have to do this”
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Breaking Autonomy
- Controlled
- Like a Pawn
- “I have to do this”
- Rebellious
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Breaking Competence
- Helpless
- “I can’t do it”
- Give up
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Relatedness
- Opposite of loneliness
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Breaking Relatedness
- Loss
- Grief
- Homesick
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Breaking Relatedness
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Breaking Relatedness
- Kill Character
- Isolate
- Rejection
- Reject Them
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Breaking Relatedness
- Murder
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Experiment
- Shock test subjects
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Experiment
- Shock test subjects
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Experiment
- Shock test subjects
- Malice
- Innocent
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Experiment
- Shock test subjects
- Malice
- HURTS
- Innocent
- Doesn’t
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Breaking Relatedness
- Murder
- It’s Malicious
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Breaking Relatedness: Murder
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Breaking Relatedness: Murder
- Care About Victim
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Breaking Relatedness: Murder
- Care About Victim
- Use Narrative
- Use Gameplay
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Game Mechanical Relatedness
- Trust
- Inter-reliance
- Peer
- Part of something bigger
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Game Mechanical Relatedness
- Aeris
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Game Mechanical Relatedness
- Aeris
- Lore
- Goals
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Game Mechanical Relatedness
- Aeris
- Lore
- Goals
- Your Help
- Healer
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Game Mechanical Relatedness
- Aeris
- Lore
- Goals
- Your Help
- Healer
- Dies while relevant
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Care About a Character
- Used: Relatedness
- Autonomy
- Competence
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+Caring (from Autonomy)
- Created Characters
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+Caring (from Competence)
- “My strategies are based around this
character.”
- Aeris
- Healing
- Lose Gear, EXP
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Nonlinear Narratives
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Nonlinear Narratives
Game Design Negative Emotion Story
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Nonlinear Narratives
- Game Design chunk
- Narrative chunk
Game Design Negative Emotion Story
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Nonlinear Narratives
- Mix and Match!
Game Design Negative Emotion Story
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Nonlinear Narratives
- Mix and Match!
- (One of each)
Game Design Negative Emotion Story
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Nonlinear Narratives: Examples
- Murder
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Nonlinear Narratives: Examples
- Murder
- Game Mechanical Relationship
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Nonlinear Narratives: Examples
- Coercion
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Nonlinear Narratives: Examples
- Coercion
- Removes Autonomy
- = Linear?????
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Nonlinear Narratives: Examples
- Coercion
- Capture triggered
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Nonlinear Narratives: Examples
- Slow Buildup…
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Nonlinear Narratives: Examples
- Slow Buildup…
- Loneliness
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Loneliness
- Portal
- “Robot won’t let me leave”
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Loneliness
- Portal
- “Robot won’t let me leave”
- Blame
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Loneliness (Nonlinear Narratives)
- Radio Jammed
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Loneliness (Nonlinear Narratives)
- Radio Jammed
- Blame
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Nonlinear Story: Detect Emotion
- Notice player is frustrated
- Play scene
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Breaking Competence
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Breaking Competence…Problems
- Need Autonomy
- Quitters
- Skill Levels
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Breaking Competence
- Brenda Brathwaite’s Passage
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Mommy, we are not going to make it
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Hope people don’t die,
- r put people in the water
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We are not going to make it
- Brenda Brathwaite’s Passage
- Autonomy
- Drowning
- Starvation
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We are not going to make it
- Other Games
- Autonomy
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Breaking Competence
- Skill
- Luck-based failure
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Breaking Competence
- Quitters
- GM
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Breaking Competence
- Quitters (electronic)
- Guess
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Breaking Competence
- Quitters (electronic)
- Guess
- Drag the scene out
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Breaking Competence
- Modifications
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Breaking Competence
- Modifications
- Rescue
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Breaking Competence
- Modifications
- Rescue
- Gratitude
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More Psychology
How many of these scenes? At what point in the game?
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More Psych
- Don’t Overuse
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More Psych
- Don’t Overuse
- Limited Supply
- f Chemicals
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More Psych
- Don’t Overuse
- Limited Supply
- f Chemicals
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More Psych
- Human Memory = Mutable
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More Psych
- Human Memory = Mutable
- Liked last scene = liked movie
- Negative Emotion
- Not Last Scene?
- (Except for Tragedies)
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More Psych
- Autonomy = most impact
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More Psych
- Autonomy = most impact
- Most missed?
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Big Picture
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Big Picture
- Story
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Big Picture
- Story
- Emotion
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Big Picture
- Story
- Emotion
- Break appropriate rule
- Autonomy
- Competence
- Relatedness
- Enhanced Narrative
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